![]() Layout (location = 1) in vec3 normal //VAP position 1 for normals Layout (location = 0) in vec3 position //Vertex data from Vertex Attrib Pointer 0 Glm::vec3 cameraPosition(0.0f, 0.0f, -6.0f) įloat cameraRotation = glm::radians(-25.0f) Ĭonst GLchar * pyramidVertexShaderSource = GLSL(330, GLuint VBO, PyramidVAO, LightVAO, texture GLint pyramidShaderProgram, lampShaderProgram, WindowWidth = 800, WindowHeight = 600 *Variable declarations for shader, window size initialization, buffer and array objects */ #define GLSL(Version, Source) "#version " #Version "\n" #Source #define WINDOW_TITLE "Pyramid" //Window title Macro Their current arrangement seems to be causing a lot of issues with the output.įor issue one, I have tried replacing pyramidColor and objectColor with texture, but it seemed to create more issues.įor issue two, I have tried rearranging the list order as position, texture, and normals, which helped for a few of the triangles. ![]() ![]() ![]() #Opengl 4.3 textures and lighting how to. ![]()
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